Search Results for author: Joan Espasa

Found 11 papers, 5 papers with code

Behaviour Planning: A Toolkit for Diverse Planning

no code implementations7 May 2024 Mustafa F Abdelwahed, Joan Espasa, Alice Toniolo, Ian P. Gent

Diverse planning is the problem of generating plans with distinct characteristics.

Bridging the Gap between Structural and Semantic Similarity in Diverse Planning

1 code implementation2 Oct 2023 Mustafa F. Abdelwahed, Joan Espasa, Alice Toniolo, Ian P. Gent

In this work, we propose two new domain-independent metrics which are able to capture relevant information on the difference between two given plans from a domain-dependent viewpoint.

Semantic Similarity Semantic Textual Similarity

Towards Automatic Design of Factorio Blueprints

no code implementations2 Oct 2023 Sean Patterson, Joan Espasa, Mun See Chang, Ruth Hoffmann

Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity.

Management

A Good Snowman is Hard to Plan

1 code implementation2 Oct 2023 Miquel Bofill, Cristina Borralleras, Joan Espasa, Gerard Martín, Gustavo Patow, Mateu Villaret

In this work we face a challenging puzzle video game: A Good Snowman is Hard to Build.

Challenges in Modelling and Solving Plotting with PDDL

no code implementations2 Oct 2023 Joan Espasa, Ian Miguel, Peter Nightingale, András Z. Salamon, Mateu Villaret

We study a planning problem based on Plotting, a tile-matching puzzle video game published by Taito in 1989.

Towards a Model of Puzznic

no code implementations2 Oct 2023 Joan Espasa, Ian P. Gent, Ian Miguel, Peter Nightingale, András Z. Salamon, Mateu Villaret

We report on progress in modelling and solving Puzznic, a video game requiring the player to plan sequences of moves to clear a grid by matching blocks.

On Grid Graph Reachability and Puzzle Games

1 code implementation2 Oct 2023 Miquel Bofill, Cristina Borralleras, Joan Espasa, Mateu Villaret

Many puzzle video games, like Sokoban, involve moving some agent in a maze.

A Framework for Generating Informative Benchmark Instances

1 code implementation29 May 2022 Nguyen Dang, Özgür Akgün, Joan Espasa, Ian Miguel, Peter Nightingale

This separation presents an opportunity for automated approaches to generate instance data that define instances that are graded (solvable at a certain difficulty level for a solver) or can discriminate between two solving approaches.

Benchmarking

A Preliminary Case Study of Planning With Complex Transitions: Plotting

no code implementations27 Oct 2021 Jordi Coll, Joan Espasa, Ian Miguel, Mateu Villaret

Plotting is an example of a planning problem: given a model of the environment, a planning problem asks us to find a sequence of actions that can lead from an initial state of the environment to a given goal state while respecting some constraints.

Using Small MUSes to Explain How to Solve Pen and Paper Puzzles

1 code implementation30 Apr 2021 Joan Espasa, Ian P. Gent, Ruth Hoffmann, Christopher Jefferson, Alice M. Lynch, András Salamon, Matthew J. McIlree

In this paper, we present Demystify, a general tool for creating human-interpretable step-by-step explanations of how to solve a wide range of pen and paper puzzles from a high-level logical description.

Exploring Instance Generation for Automated Planning

no code implementations21 Sep 2020 Özgür Akgün, Nguyen Dang, Joan Espasa, Ian Miguel, András Z. Salamon, Christopher Stone

Many of the core disciplines of artificial intelligence have sets of standard benchmark problems well known and widely used by the community when developing new algorithms.

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